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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SA
Posts
14
Comments
452
Joined
2 yr. ago

  • How to refuse such politeness ? Here it is my good sir :

    https://m.youtube.com/watch?v=w_6fHrOUoXM

    It went really well. The hardest part was putting my 10+ leveled players to 0 HP. After that its a straight buff to them. They can talk and move for free, the rest is optional. You could even have the rule for half the table and still working. Except for changing the exhaustion, but fuck I do not like the complexity of every stage of 5th exhaustion. It lacks simplicity.

  • Its my new Exhaustion system borrowed from one dnd. I always hated the 5th version of exhaustion, as its hard to remember every single point. So my system here replaces the old one. Where instead every d20 roll has a minus.

  • Condition Dying

    Not for NPCs, the goal is to keep players alive.

    When hit points reach 0, the character drops Prone and becomes Dying

    At the beginning of the round, we start with the Death saving throws.

    Then, the character can either:

    Move (prone = half movement). Cost: Free

    Talking while dying. Cost = Free

    Action. Cost = 3 levels of Exhaustion

    Bonus Action. Cost = 1 level of Exhaustion

    Reaction. Cost = 1 level of Exhaustion

    It is not possible to get up.

    Exhaustion: On the d20

    1 = -1 on every d20

    2 = -2 on every d20

    ......

    9 = -9 on every d20

    10 = death

    Recovery **First ** shorts rest = - 1 Exhaustion Long rest = - 2 Exhaustion

    Edits following comments :

    so, the -1 exhaustion on short rests is only on the FIRST short rest that they use it on. They can't do it twice in a day. Also clarified the scaling. Love to you all

  • Yes and no. Sure recycling is good. I did it as much as I could. But sometimes you tailor make something that would be just as much effort recycling as starting over.

    Mostly combat encounters taking the terrain into account. The best sort of combat.

  • Getting derailed is easy. Making it fun for everyone DM include is the challenge. That is both a skill, luck, and mental energy that not everyone can or want to put in sometimes.

    But I am not agreeing with the point of dnd. The point is the exact same as videogames, other ttrpg games, other TT games period. Having fun. Its really as simple as that. Which is why everyone should aim to do something they have fun with.

    Just saying thought. If derailing the DM is the fun of a player, it sounds more like belonging to a horror story.

  • Contact Other Plane is also one of my favourite spells a player could take at my table. It makes them get lore questions answered for practically nothing.

    I even turned the spell into a small sidequest where he goes to the same entity everytime, trades memories to it in exchange for it digging informations better than what the spell normally provides.

    It's why it's better to say Yes and rather than No

  • I think its fair that if your players do something that breaks your campaign in half, to say : guys, we can do this, but if we do then I have to redoe everything I have prepared. Would it be ok if we didn't please ?

    But that is also why I rarely prep more than 3 sessions in advance. The more you have prepared, the more youll be tight with player freedom or loose more.

  • Yup. For one spell once per day. To relativise, they are level 14 now. So it's not like they didn't had access to 15 different game breaking options. But I was sure that the character would die... for like 1 session before one of the 5 ways of bringing someone back to life would be used.

    It is hard to make a decent challenge for high leveled players. If I can make them nervous, even if they win easily I call it a DMing win. And I certainly managed that last night so I'm fine with it.